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I need to obtain the color data of the user0 channel created by the artist in the shader file. If I can obtain this color data, I can perform some calculations on it and finally add it to the rendering result. Project situation: The artist wants to draw special strokes on the world space normal, that can produce special lighting effects. I can achieve the above effect by baking the texture and then reimporting it, but the efficiency is relatively low. The artist hopes to see the real-time lighting effect when drawing.
I'm using a Mac with an M1 Max chip and MacOS Sonoma Version 14.1.2 Substance Painter and Designer open a blank white window, and if I close this window Painter and Designer will crash. This happens almost immediately after opening Painter, and when I add 3D noise materials in Designer. Is it possible to even use these programs reliably on an M1 Mac?
I created a model in MAYA(2024) using several objects. I then "grouped" the objects together and "combined" only certain parts like the wings of the model. The first time I finished UV mapping the model I managed to get the model to load into the scene but there were issues with mesh and bi-tangent normals. I knew it was an issue with the mesh so I thought I fixed it. Second time I UV map the model I then tried combining everything into one mesh and UV mapped it anyway, still got an error. Now I've UV mapped every individual object and then grouped all objects together, but now I have an error saying "[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Entrance' has faces in out of bounds UDIM indices: [0,-1].Mesh 'Entrance' has face(s) spanning across multiple UDIMs: [0,-1](up) 1001(down)." I also got another error code saying, "[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed". I went and took a look at the mesh name ind
Hi I am getting pixelated images on my 3D models when trying to place decals on my work. It's for a product packaging, so it should be a simple fix.I have adjusted the texture set settings, which have helped to some degree, however, the image quality is still to good. I have tried a variety of images, placing them as fill base colors, but I'm still getting the same outcome. I will attach a couple of photos to show the difference in quality between the PNG and the painter preview.If I increase the size of the photo, the pixelation goes and the image is perfect, however when trying to reduce the size of it in the UV section, this resolution degreases significantly.I've spent a few days trying to solve this, but still no closer, so any help will be great.Thanks
Buongiorno. Scusate, Como posso fare L account di Substance per il studente, se già ho account Adobe? Grazie
Im haveing this issue where parts of my baked maps have missing parts. (see screen shots bellow)
For instance I have a texture 512x4096 and want to save it 512x2048 . I have to go to Designer or Affinity Photo for that . Adobe ,please make it possible to save in whatever size I want and add pixel interpolation options . Like Lanczos3 non separable in Affinity photo. The best pixel interpolation so fat for textures IMO where I don't need to put extra sharpen node that adds its own artifacts .
Hey, so I'm trying to use my college's student plan to gain accesss to Substance Painter, but I'm having trouble getting it to work.My administrator/college's tech team has told me that I've been given access to Substance Painter upon me requesting access, but the app is still stuck with needing to request access.The tech team couldn't solve my problem after taking a look at my screen, so they told me to contact Adobe Support, but I've been having trouble getting in contact with them. I've tried calling and managed to get a hold on someone for a brief moment before they went completely silent just after introducing themself, and the other times I would need to wait. Would anyone happen to know how long it would typically take to get in contact with an agent?I've went through the forums, but this is the only closest post I could find that seems to have a similar problem: https://community.adobe.com/t5/enterprise-teams-discussions/started-30-day-trial-instead-of-1-yr-educational-lic
Further to my previous query here are some screenshots that may better explain where I am not understanding.Everything is done using PBR metallic roughness . Pic 1 is the baked maps in Substance, Pic 2 is the Metallic roughness material node in Arnold. and Pic 3 is the maps that get exported from Painter [ using Metallic roughness ] Notice there is no AO map exported. also if you look at the Arnold material node there is a slot for AO but NOT for the height map. ! Hopefully someone will clear this up.Cheers.
Hi, I've imported a simple extruded shape from Blender into Painter and I can't get any of the preset materials or textures to appear correctly (see attached). I am new at this, tried changing the projection settings but nothing is fixing the issue. What am I missing? Seems like it should be a simple setting somewhere in the workflow. thanks!
I am using the same model for many unique painter files that need to have their own unique texture names on export. Would like to have a $fileName flag for export so I don't have to manually manage them afterwards. Unless something exists already, could not find it in my searches.
What settings are recommended from exporting a textured model to Substance 3D Painter? For 3D formats, there is a choice of:For texture formats, here by example of PLY, there is a choice of:
The Substance 3D team will be at GDC on March 18-22, at the Moscone Center in San Francisco. Our keynote presentation will take place on March 18; so will sessions including: The Art and Technology Behind Creating Characters for Baldur’s Gate 3, by Alena Dubrovina, Art Director at Larian Studios; The Environment Art Technology and Workflows of Alan Wake 2, by Miro Vesterinen and Benjamin Lindquist of Remedy Entertainment; and Tips & Tricks in Adobe Substance 3D Painter to Make Semi-realistic Textures, by 3D Character Artist Anna Beganskaya. March 18 is also the date of the famous Substance 3D afterparty: meet the teams who create the tools, and generally have an awesome time in a relaxed setting. You can register to attend the afterparty >>right here<<.
Does anyone know if this export plugin no longer works?In this version. the plugin is still in SP/plugins folder, just greyed out.Thank BradSubstance 3D Painter, version 8.3.1Build 2451
Our team is running into a problem in which if we create Smart Materials that contains Paths and/or Warp Projections and apply that Smart Material to the same Texture Set, but have subsequently added a new Texture Set to the fbx prior to applying the Smart Material, the existing Paths/Warp Projections within the Smart Material are scaled incorrectly in relation to the updated geometry. For example the paths look like they're scaled up 10 times the original size. Steps:1. Texture_Set_A containing paths or warp projections, create a Smart Material. 2. Import a new fbx with the original Texture_Set_A, but add a Texture_Set_B to the project. 3. Apply the smart material made from the previous Texture_Set_A containing paths/warp projections to the updated Texture_Set_A (which now also includes the Texture_Set_B addition).4. Results in paths/warp projections no longer matching the scale or world space position of the original Texture_Set_A I have double and tri
Hi!Since Substance Painter came to 3d artists hands it has always been a desirable feature for every texture artist to have an ability of sending current work into Photoshop and get it back to Painter.Why? -Because Photoshop has its unique brushing ecosystem which has became native and habital for many handpainting texture artists. So I assume 3d artists don't expect a full layers stack interoperability between Photoshop and Painter because functionality are too different. But if we could send to Photoshop and pick back some specific basic color layers, as a projection or as flat layers method, it would be super helpful and game-changing!
Can you enable the paint across UDIMs to work with exporting to photoshop, it would mean a great deal for artists that will have to make a paint kit for their textures.Thank you so much
We are working on a heavily automated workflow with lots of assets of the same kind.Therefore we need a lot of tools and scripts to make it work.We would like to use the "Remove unused resource" function from the Python API.Please add it to the interface.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. We would like to use the "Export Mesh" function from the Python API.Please add it to the interface.
Adobe, Allegorithmic team, please pay close attention to this bug in the program and make a solution!I often use the "Height To Normal" filter in my work and now I noticed a very nasty bug.There are 2 layers, each isolated its own group, so that one layer would not affect the other in any way. But when I put a display flag on one layer, I can clearly see how the intensity of the other layer decreases. Although they cannot influence each other in any way. I'll attach a simple test file where the bug is clearly visible. https://www.dropbox.com/scl/fo/ws6fpdx0is2fea5elpsur/h?rlkey=xs5lv73b0e5b2uo3ns0tcrk87&dl=0
Hello. IM using substance painter 9.1 and im running into a weird issue with my bakeing. Im doing a somewhat complex model, and for some reason, on one particular part, the baker is treating it as if there's a massive square in the middle of a flat face. Ive looked over the UV's, normals, face orientation, made sure to mark sharps and everything, and the bug is still there.Any ideas on what could be the cause would be appreciated. Its not a critical bug, but more of an annoyance than anything. Thank you for your time.
Does anyone know how to fix this? Upon opening Substance painter I get this error at the bottom of the screen, it stays there during my duration of usage and doesn't go away. Processor AMD Ryzen 9 3900X 12-Core Processor 3.79 GHzInstalled RAM 32.0 GBWindows 11 ProNvidia RTX 3070Adobe Substance painter Version 9.1.2
I would like to see a search bar in the anchor selection drop down. Once a lot of anchors are populated, it can be time consuming to manually look for them. Example image below.
I have a model, along with UV's, created in Blender. When I apply textures to the materials, in Blender, everything is perfect, but when import it in Substance Painter, I just get a jumble of artefacts and weirdness.
Is it possible to make edits to a mesh and re-import geometry changes in substance painter 8.3.0, at all?This was possible in earlier versionsBasically, I want to take an existing model, an do a damadged destroyed version.Thanks
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